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[THE GREEN DRAGON in Everton]

“Everton is a small agricultural community found squeezed between a huge forest (west of
Everton) and the foot of a great mountain range (East of Everton). It is a quiet town, the people
content to simply living their lives and raising their families. Most travelers come to trade or are
simply passing through. The Green Dragon Inn is where travelers stay as they come through
and tired townsfolk come to eat and drink ale. Each of you have arrived to Everton from your
various travels and, passing through, stopped at the inn searching for a stiff drink and word of
an adventure.”

The PCs are found sitting in the crowded room at the only table left available. Brecca, the
waitress and owner’s daughter, calls to them as they sit down at the table, “Be right with you!”
The characters describe themselves and get to know each other, interacting with Brecca.

Just as they have begun drinking their ale and sharing stories of their various adventures the
town blacksmith, Jago, comes in, smelling of sulfur and visibly distraught. His clothes appear
torn and his face bruised and bloodied. In his hand, he carries a smith’s hammer. He limps
forward and cries out, “Somebody help!” The patrons and staff in the inn stop what they’re doing
and the Jago falls to one knee and says, “They took her. They got my Beth.”

Jago and his wife Elowen and his daughter Beth were cleaning up his shop on the west edge of
town when a group of Goblins came. They swarmed him and his family and destroyed his shop,
stole his goods, and kidnapped his daughter. His wife Elowen was killed in the attack and Beth
is all he has left.

The patrons in the inn come to his aid, attempting to tend to his wounds, but he pushes them
away. “I need someone to help me get my daughter!” The townsfolk tell him he can’t go, he’s
badly wounded. If the group doesn’t offer to help, Brecca suggests they do because she
overheard them talking about seeking adventure.

The group will accept the mission. They can look in town and see if there are any places they
can get supplies (The carter in the Inn can sell limited, basic supplies like rations). The
blacksmith may have supplies. Will offer gold coin if persuaded.

They find Jago’s shop on the west edge of town and search for clues (Investigation check) to
see if they can track the goblin party (DC 10). If they fail the check they can question neighbors

[THE BOAR WOODS]


The party heads off towards the Boar Woods about a half a days travel. After entering the
woods, they travel along the thick forest and must make a survival check (DC 12) in order to
miss a trap. If players fail the survival check they fall into a pit (8 foot deep and wide), taking 2
pts bludgeoning damage. The players have to figure out how to help the fallen player out. They
continue past the trap and roll a perception check (DC 10) to see if any of them see the wild
boar coming towards them. If players do not, then the boar gets a surprise attack at them.
After making it past the trap and the wild boars, they can travel the rest of the way and reach the
Northern edge of the Boar Woods or if they make a short rest they risk an encounter with a
goblin scouts (2). Roll a d20 and if 1-10 they encounter group, 11-20 they do not.

When they reach the edge of the forest, they can see the dungeon, a tomb for the Delian
Knighthood. Players may choose to watch the entrance first if so, they will spot the goblin patrol
by surprise. If not, the goblins may catch them by surprise when they enter the dungeon.

[THE TOMB]
As they approach the entrance of the tomb, they see the once sealed doors smashed down.
These are large stone doors, several inches thick. Not easy to be moved. They enter the tomb
and immediately find 2 goblin guards near the entrance.

They proceed down the stairs and to the right to find an offering room. In this room is an
intricately carved scene. A group of knights are pictured fighting against various humanoids and
monsters. Escribed on the wall are the following words, “I, Octavius Varius, do hereby swear
this Oath to the Delian Order: To serve law, battle chaos, and strive to keep the Delian lore
secret.”

In the middle of this room is what seems to be an altar. Around the large room, you see a bunch
of small bedrolls, tents, and such. At the other end of the room is a large stone door. The door
leads to a 30 ft long, 5 ft wide hallway. As they walk down the hallway they encounter the trap
unless somebody sees it with an Investigation check (DC 14). If they find the trap a rogue can
disarm it with thieves tools with a sleight of hand check (DC12). If they trigger the trap a
scythe attached to a rod swings down from the ceiling and hits them. They must succeed a
Dexterity Saving Throw (DC 13) to dodge the attack or take 1d4 +2 (4) slashing damage.

Once they make it to the other end of the hall there is a left turn and another 15 foot hallway that
leads to a large metal door. Beyond the door is the large room where the ritual is taking place
and Beth is being held. She is in a medium metal cage and looks terrified, though she appears
relatively unscathed, minor bruises. At the other end of this room there is a large statue of a
knight. In front of the knight, there is a large table with various materials, different components
needed to complete this ritual. In front of this table, with their backs to the door, a bugbear is
standing over the table and next to him a goblin shaman is working on the ritual. The other
goblins in this small troupe are all found outside the tomb or before the door to this room. When
they enter this room, they are unseen. They can take surprise attack if they attack before
alerting the goblinoids to their presence.

Once defeated, they can check the room for loot. 110 GP, 500 SP, Potion of healing (4), Potion
of Fire Breath

The group must remember to save the girl from the cage. It is wrapped in a metal chain and
locked. A rogue can pick it with a successful sleight of hand check (DC 10). They unlock the
cage and take the girl. If somebody has a healing spell or found a potion of healing, they may
use it on her and she can walk on her own, if not she must be carried. The person carrying her
will have their speed reduced by half.

If the party takes the time to search for any hidden spots or analyze the statue, they may
realize that they haven’t seen any coffins yet. The statue has the riddle written upon it and any
character that makes repeats the oath of the delian order unlocks the secret door. The door may
be discovered without it by a successful investigation check (DC 15). If it is discovered and the
oath is not spoken, a rogue can unlock it with a successful sleight of hand check (DC 16).

Once it is opened, they enter to find a secret room with 7 stone coffins. The six are of the
knights of the order and are decorated and carved intricately. With various scenes of battle upon
each one. The 7th one at the back of the room is slightly larger than the others and is more
intricately and finely decorated. This is the captain. If the riddle was solved and the oath was
spoken the coffins may be opened without animating the corpses. If not, the coffins may be
examined and checked without consequence, but if any of them open the coffins, the corpses
animate and prepare to fight. Removing the stone cover requires a strength check (DC 15) or
a group strength check (DC 10).

If the corpses animate, a wave a necromantic energy blasts forth from the coffin and awakens
the other corpses and deals 4 points necromantic damage to all players within 20 feet and
not behind cover.

If they succeed in defeating the Skeletons, they will find 1 magic item in each stone coffin:
Sentinel Shield, Amulet of Health, Bracers of Archery, Vicious Greataxe, Immovable Rod,
Slippers of Spider Climbing

The girl is rescued and the party sets off from the dangers of the tomb and trek back through the
forest. They are received by the town as heroes if they bring back.
Monsters

Boar
Medium beast, unaligned
Armor Class 11 (Natural Armor)
Hit Points 11 (2d8+2)
Speed 40 ft.
STR
13 (+1) DEX 11 (+0) CON 12 (+1) INT 2 (-4) WIS 9 (-1) CHA 5 (-3)
Senses passive Perception 9
Challenge 1/4 (50 XP)
Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk
attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a
creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that
would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.

Goblin
Small humanoid (goblinoid), neutral evil
Armor Class 15 (Leather Armor, Shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 8 (-1) CHA 8 (-1)
Skills Stealth +6
Senses Darkvision 60 Ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of
its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing
damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing
damage.
Goblin Shaman
Small humanoid (goblinoid), neutral evil
Armor Class 15 (Leather Armor, Shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 12 (+1) CHA 8 (-1)
Skills Stealth +6
Senses Darkvision 60 Ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of
its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing
damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing
damage.
Spellcasting. Entangle. Grasping weeds and vines sprout from the ground in a 20-foot square
starting from a point within range. For the Duration, these Plants turn the ground in the area into
difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be
Restrained by the entangling Plants until the spell ends. A creature Restrained by the Plants
can use its action to make a Strength check against your spell save DC. On a success, it frees
itself.
When the spell ends, the conjured Plants wilt away.

Bugbear
Medium humanoid (goblinoid), chaotic evil

Armor Class 16 (Hide Armor, Shield)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR 15 (+2) DEX 14 (+2) CON 13 (+1) INT 8 (-1) WIS 11 (+0) CHA 9 (-1)
Skills Stealth +6, Survival +2
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it
(included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first
round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing
damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.

Bandit
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (Leather Armor)
Hit Points 11 (2d8+2)
Speed 30 ft.
STR 11 (+0) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 1/8 (25 XP)

Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing
damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: (1d8 + 1)
piercing damage.

Skeleton
Medium undead, lawful evil
Armor Class 13 (Armor Scraps)
Hit Points 13 (2d8+4)
Speed 30 ft.

STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)
Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 Ft., passive Perception 9
Languages Understands All Languages It Spoke In Life But Can't Speak
Challenge 1/4 (50 XP)

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing
damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2)
piercing damage.

Skeleton Captain
Medium undead, lawful evil
Armor Class 15 (Armor Scraps)
Hit Points 20 (2d8+4)
Speed 30 ft.

STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)
Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 Ft., passive Perception 9
Languages Understands All Languages It Spoke In Life But Can't Speak
Challenge 1/4 (50 XP)

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2)
piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2)
piercing damage.
Legendary Action. Vampiric Touch: Melee spell attack, touch, one target. Hit: (3d6)
necrotic damage. Half of damage is regained as health.

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